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Spritesheet Scene Transitions in Unity3D

by Devon O.· September 16, 2017· in Shaders, Unity3D· 0 comments tags: shaders
Over the past couple weeks I’ve been working on  a number of transition effects for use with the Starling Framework. One of my favorites involved using a Starling MovieClip of a greyscale sprite sheet animation to hide or reveal a DisplayObject instance. For example, you could take a black and white frame sequence of something burning or a spreading ink splotch and use it to transition an image in or out. After completing the Starling work, I got to wondering if I could do the same thing in Unity3D with the same spritesheet and texture atlas assets. Of course with a little finagling it turns out I could so I thought I’d share this little tip for anyone looking to do something similar. What It Is Before going any further it would probably help to present a visual idea of what the heck I’m talking about. Click here for a WebGL example of the type of effect this technique can create. Just to make the example scene more interesting, I used a fantastic Blacksmith’s Forge interior from 3DForge available for free on the Unity Asset Store. So what’s happening? Essentially, there is a spritesheet animation of a spreading blob of […]
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Unity3D Endless Runner Part II – Scrolling Worlds

by Devon O.· January 02, 2017· in Games, Unity3D· 6 comments tags: Unity3D
Happy New Year, all! And here it is, my first blog post of 2017. Unfortunately, if last year’s track record is any indication, this may also be my last blog post of the year. I’d like to believe not, though. Hopefully this year will be a little more productive (at least in terms of writing). And, as for pretty much everyone in the world, last year was a bit trying, to say the least. Here’s to a better one for all. In any case, this post will pick up where my last left off – the second part of a series on creating an endless runner game. If you never saw it or need to remind yourself what the hell I wrote six months ago (as I did), you can check out the first part here. So, if playing along, at the end of the last post you wound up with three prefabs: a CurveController (actually, if you didn’t turn the CurveController into a prefab object, go ahead and do so), and two tiles, Tile01 and Tile02, each with a Curved shader applied. In this episode, we’ll get a random (but not *too* random) collection of those 2 tiles to endlessly […]
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Unity3D Endless Runner Part I – Curved Worlds

by Devon O.· July 17, 2016· in Games, Shaders, Unity3D· 8 comments tags: Unity3D
A couple months back I got an overpowering hankerin’ to create an endless runner style game in Unity3D (think Subway Surfers or Temple Run). Now, it’s been quite some time since I’d even opened Unity3D, let alone made anything so, after updating my free version install to 5.3.5f1, I figured the best thing to do would be to look around for a decent tutorial. I definitely found a couple, but I didn’t actually like the looks of them, so I decided to just spend a couple weekends creating my own instead. Since I did, I thought I’d post my results here to possibly help anyone else with a similar wild hair. Seeing as I’m by no means a Unity expert and am relatively new to C#, I wouldn’t consider this a tutorial, but rather a description of a journey. If anyone who actually knows Unity reads this and wonders why I did something in some very odd fashion, there’s a 99.9% chance it’s because I didn’t know any better. Post a comment if you have any best practices tips. First things first, since I rejected several tutorials after looking at the final product, it’s only fair to show what I set […]
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Santabot: A Unity3D Flash Game

by Devon O.· December 26, 2011· in Unity3D· 4 comments
All right, so a Christmas game like “Santabot vs. The Flying Saucers from Mars” may be a day late (or 364 days early) and a few quid short, but it’s the best I got at the moment. When the good folks at Unity3D announced the beta 3.5 preview version with Flash export I downloaded the thing as quick as I could. After a few false and frustrating starts (had to install the app 3 times before it started working properly. Have no idea why – I haven’t heard that happening to anyone else), I was up and running. After building a quick and simple game here are a few thoughts. Unity3D is freakin fast. The game may be simple, but still it was just a day’s work. Building the same thing in plain ol’ Flash would have taken I don’t even want to think about how long. Even using a 3D engine like Away3D, it would have been a fairly substantial undertaking. Bottom line – if you’re looking to build 3D Flash games, Unity is the way to go. The output files are a bit chunky. A developer build (which compiles much quicker) of the .swf file is around 16 megs. […]
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It’s Beginning to Look a Lot Like Unity…

by Devon O.· December 24, 2010· in Life, Unity3D· 0 comments
Happy Christmas from the Wolfgangses’s, all! http://onebyonedesign.com/flash/xmas10/
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Devon O. Wolfgang

AIR | Unity3D | AR/VR

Unity Certified Developer

Technical Reviewer of “The Essential Guide to Flash CS4 AIR Development” and “Starling Game Development Essentials”

Reviewer of “The Starling Handbook”

Unity Engineer at Touch Press.

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